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My main challenge with To a T was trying to work out what To a T actually is
A look at Keita Takahashi's game To a T.
The camera system is particularly good at giving you a lateral tracking view of the world, often at child height, of the kind you used to see in Peanuts comic strips, where it was all low fences and stubby grass and the sides of dog-houses. Image credit: Uvula/Annapurna Interactive Now I’ve experienced all this, worked through each day’s freight of ritual and revelation, met all the people, visited the shops, prodded through those mini-game lessons and come out the other side, I’m tempted to think that To a T is actually very clever and coherent, and almost a kind of prank at the same time. What ultimately worked for me about To a T, about this frustrating, bewildering, clumsy and ingenious game - and I see this in glimpses, and in little starbursts of my own triggered memories - is its abiding sense of just how luridly weird life is when you’re young, how boundless and loosely-ruled it seems.
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